AMD Radeon Vega 10 Mobile
About GPU
The AMD Radeon Vega 10 Mobile GPU is a capable integrated graphics solution for laptops and other mobile devices. With a base clock speed of 300MHz and the ability to boost up to 1400MHz, this GPU offers solid performance for a range of tasks, including gaming and multimedia consumption.
One noteworthy aspect of the Radeon Vega 10 Mobile GPU is its memory configuration. With system shared memory size and type, this GPU can dynamically allocate memory as needed, providing flexibility and efficient use of resources. The 640 shading units also contribute to the GPU's ability to handle demanding graphics workloads.
In terms of power efficiency, the Radeon Vega 10 Mobile GPU boasts a TDP of 15W, making it suitable for thin and light laptops without sacrificing performance. This low power consumption is achieved without compromising the GPU's theoretical performance, which is rated at 1.792 TFLOPS.
Gamers and multimedia enthusiasts will appreciate the Radeon Vega 10 Mobile GPU's ability to handle modern games and high-resolution video playback. While it may not offer the same level of performance as discrete GPUs, it provides a compelling option for users who prioritize portability and battery life.
Overall, the AMD Radeon Vega 10 Mobile GPU is a strong integrated graphics solution that delivers a balance of performance and power efficiency for mobile devices. Its flexible memory configuration, shading units, and impressive theoretical performance make it a solid choice for a variety of use cases.
Basic
Label Name
AMD
Platform
Integrated
Launch Date
April 2019
Model Name
Radeon Vega 10 Mobile
Generation
Picasso
Base Clock
300MHz
Boost Clock
1400MHz
Bus Interface
IGP
Transistors
4,940 million
Compute Units
10
TMUs
?
Texture Mapping Units (TMUs) serve as components of the GPU, which are capable of rotating, scaling, and distorting binary images, and then placing them as textures onto any plane of a given 3D model. This process is called texture mapping.
40
Foundry
GlobalFoundries
Process Size
14 nm
Architecture
GCN 5.0
Memory Specifications
Memory Size
System Shared
Memory Type
System Shared
Memory Bus
?
The memory bus width refers to the number of bits of data that the video memory can transfer within a single clock cycle. The larger the bus width, the greater the amount of data that can be transmitted instantaneously, making it one of the crucial parameters of video memory. The memory bandwidth is calculated as: Memory Bandwidth = Memory Frequency x Memory Bus Width / 8. Therefore, when the memory frequencies are similar, the memory bus width will determine the size of the memory bandwidth.
System Shared
Memory Clock
SystemShared
Bandwidth
?
Memory bandwidth refers to the data transfer rate between the graphics chip and the video memory. It is measured in bytes per second, and the formula to calculate it is: memory bandwidth = working frequency × memory bus width / 8 bits.
System Dependent
Theoretical Performance
Pixel Rate
?
Pixel fill rate refers to the number of pixels a graphics processing unit (GPU) can render per second, measured in MPixels/s (million pixels per second) or GPixels/s (billion pixels per second). It is the most commonly used metric to evaluate the pixel processing performance of a graphics card.
11.20 GPixel/s
Texture Rate
?
Texture fill rate refers to the number of texture map elements (texels) that a GPU can map to pixels in a single second.
56.00 GTexel/s
FP16 (half)
?
An important metric for measuring GPU performance is floating-point computing capability. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable. Single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks, while double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy.
3.584 TFLOPS
FP64 (double)
?
An important metric for measuring GPU performance is floating-point computing capability. Double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy, while single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable.
112.0 GFLOPS
FP32 (float)
?
An important metric for measuring GPU performance is floating-point computing capability. Single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks, while double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable.
1.756
TFLOPS
Miscellaneous
Shading Units
?
The most fundamental processing unit is the Streaming Processor (SP), where specific instructions and tasks are executed. GPUs perform parallel computing, which means multiple SPs work simultaneously to process tasks.
640
TDP
15W
Vulkan Version
?
Vulkan is a cross-platform graphics and compute API by Khronos Group, offering high performance and low CPU overhead. It lets developers control the GPU directly, reduces rendering overhead, and supports multi-threading and multi-core processors.
1.2
OpenCL Version
2.1
OpenGL
4.6
DirectX
12 (12_1)
Shader Model
6.4
ROPs
?
The Raster Operations Pipeline (ROPs) is primarily responsible for handling lighting and reflection calculations in games, as well as managing effects like anti-aliasing (AA), high resolution, smoke, and fire. The more demanding the anti-aliasing and lighting effects in a game, the higher the performance requirements for the ROPs; otherwise, it may result in a sharp drop in frame rate.
8
Benchmarks
FP32 (float)
Score
1.756
TFLOPS
Compared to Other GPU
FP32 (float)
/ TFLOPS